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Harrier Frigate   Harrier Frigate Builds

Overview[ | ]

Congratulations on researching your first ship - the Tier 1 Harrier Frigate! As a rule of thumb, ship research should follow this order: frigate, cruiser, destroyer, battleship, then move on to the next tier.

This page will list a bunch of possible Harrier Frigate builds to give you some ideas on how to construct a ship that is both useful and efficient.

Like those of other Tier 1 ships, most builds listed here have around 300 combined defense points (health + shields) at the cost of the ship's Combat Strength, because having a repair time of 5 minutes or shorter allows you to repair the ship instantly without having to use Coins. This enables you to spam them indefinitely until you run out of Helium-3 or Antimatter and thus become unable to continue repairing, which is in most cases more valuable than being effective in combat.

It is highly recommended that you upgrade the Harrier Frigate to Mk II because the extra special slot allows you to equip thrusters, which frigates often rely on to win battles.

Don't know how to upgrade your ships? Read here.

List of Builds[ | ]

Basic Builds[ | ]

Skirmish Harrier I
[[File:|256px]]
Setup OFFENSE WeaponSlot
2x Pulse Ray IV (Arms Lab III, Tier 1.0)
DEFENSE ArmorSlot
1x Plasteel II (Ship Lab I, Tier 1.0)
1x Spectral Shield II (Tech Lab III)
OTHERS SpecialSlot
None
Combat Strength 6,624
Overall Range 0-2,750 m
Strengths High combat strength, lasers cannot be dodged
Weaknesses Can be kited by longer-ranged frigates
Description Basic Harrier Frigate for close-range combat.
Notes Add Rear Thrusters I at Mk II


Kiting Harrier I
[[File:|256px]]
Setup OFFENSE WeaponSlot
2x Rail Driver II (Arms Lab II, Tier 1.0)
DEFENSE ArmorSlot
1x Plasteel II (Ship Lab I, Tier 1.0)
1x Spectral Shield II (Tech Lab III)
OTHERS SpecialSlot
None
Combat Strength 3,312
Overall Range 2,000-4,000 m
Strengths Can kite shorter-ranged enemies
Weaknesses Poor combat strength, projectiles are easily dodged
Description Basic Harrier Frigate for long-range combat.
Notes Use 1x Rail Driver III (instead of II) and Rear Thrusters I at Mk II


General Purpose Harrier I
[[File:|256px]]
Setup OFFENSE WeaponSlot
2x Scatter Missile I (Arms Lab II, Tier 1.0)
DEFENSE ArmorSlot
1x Plasteel II (Ship Lab I, Tier 1.0)
1x Spectral Shield I (Tech Lab I)
OTHERS SpecialSlot
None
Combat Strength 3,120
Overall Range 0-3,750 m
Strengths Decent kiting capability, less susceptible to kiting
Weaknesses Fails to specialize in any aspect
Description Basic Harrier Frigate that performs best at medium range.
Notes Use 1x Spectral Shield II (instead of I) and Rear Thrusters I, but remove Plasteel II at Mk II


Improved Builds[ | ]

Skirmish Harrier II
Harrier Frigate Skirmish Build 2-1EmptyFile:Harrier Frigate Skirmish Build 2-2.png
Setup OFFENSE WeaponSlot
1x Disruptor Ray III (Arms Lab V, Tier 2.0)
1x Disruptor Ray I (Arms Lab III, Tier 2.0)
DEFENSE ArmorSlot
1x Tritanium II (Ship Lab IV, Tier 2.0)
1x Spectral Shield I (Tech Lab I)
OTHERS SpecialSlot
None
Combat Strength 8,730
Overall Range 0-2,500 m
Strengths Ultimate combat strength
Weaknesses Extremely easy to kite
Description An upgrade to Skirmish Harrier I.
Notes Add Rear Thrusters II at Mk II. If you are good at shield-switching (i.e. using ships with high shield energy to protect those with low shield energy) and have the tech, use Tritanium I and Diffuser Shield I.


General Purpose Harrier II
[[File:|256px]]
Setup OFFENSE WeaponSlot
1x HEX Missile I (Arms Lab V, Tier 2.0)
DEFENSE ArmorSlot
1x Shockwave Shield II (Tech Lab II)
OTHERS SpecialSlot
None
Combat Strength 3,136
Overall Range 0-4,250 m
Strengths Significantly longer range
Weaknesses Lower damage output
Description An upgrade to General Purpose Harrier I.
Notes Add Rear Thrusters II at Mk II


Advanced Builds[ | ]

Kiting Harrier II
[[File:|256px]]
Setup OFFENSE WeaponSlot
1x Mass Driver I (Arms Lab VII, Tier 3.0)
DEFENSE ArmorSlot
1x Plasteel I (Pre-researched, Tier 1.0)
1x Spectral Shield I (Tech Lab I)
OTHERS SpecialSlot
None
Combat Strength 1,441
Overall Range 2,500-5,000 m
Strengths Ultimate range
Weaknesses Very poor combat strength
Description An upgrade to Kiting Harrier I.
Notes Add Rear Thrusters III at Mk II


General Purpose Harrier III
[[File:|256px]]
Setup OFFENSE WeaponSlot
2x Polaron Ray I (Arms Lab VII, Tier 3.0)
DEFENSE ArmorSlot
1x Plasteel I (Pre-researched, Tier 1.0)
1x Spectral Shield II (Tech Lab III)
OTHERS SpecialSlot
None
Combat Strength 5,522
Overall Range 0-3,500 m
Strengths High damage with perfect accuracy
Weaknesses Can be potentially kited
Description An upgrade to General Purpose Harrier II.
Notes Add Rear Thrusters III at Mk II


Special Builds[ | ]

Decoy Harrier (Fleet)
[[File:|256px]]
Setup OFFENSE WeaponSlot
Does not matter
DEFENSE ArmorSlot
1x Plasteel II (Ship Lab I, Tier 1.0)
1x Spectral Shield II (Tech Lab III)
OTHERS SpecialSlot
Rear Thrusters*
Combat Strength Variable
Overall Range Variable
Strengths Instant repair decoy that is somewhat effective
Weaknesses Poor offensive capability
Description Use this to decoy enemy ships, or delay the end of combat by running away.
Notes Use the highest-level Rear Thrusters available.


Decoy Harrier (Base)
[[File:|256px]]
Setup OFFENSE WeaponSlot
Does not matter
DEFENSE ArmorSlot
1x Tritanium I (Ship Lab IV, Tier 2.0)
1x Deflector Shield II (Tech Lab IV)
OTHERS SpecialSlot
Strafe Thrusters*
Combat Strength Variable
Overall Range Variable
Strengths Instant repair decoy that is somewhat effective
Weaknesses Poor offensive capability
Description Distract enemy weapons with this ship to protect long-range destroyers in sniper attacks.
Notes Use the highest-level Strafe Thrusters available. If you have it, use Repulsor Shield I (Blueprint) instead.
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